Wolron thanks (some positive stuff sounds good!):
- Maybe the rotation is a personal preference thing. Tetris worlds obviously does it differently from the original home computer versions which you are not used to. I found a computer science paper on the web that analysed the rotation in the same way that I am doing it, so for now, I'm sticking with it. I found it interesting that your example used a long 16 part data statement. I too used a 4x4 grid but declared it like this so I could see the actual shape:
Data 1,1,1,0
Data 0,1,0,0
Data 0,0,0,0
Data 0,0,0,0
- The flicker is odd as I am using plain old flip, there is an option in the ini file to use flip false as well.
- My frame limiting code is not syncronised with VSync otherwise the game would run at different speeds on different PCs (which I'm sure you know). Instead it runs at a 200 frames per sec game loop and outputs a vsync frame when it feels like using some code Anthony Flack posted a long time ago.
- I think the issue is that because the blocks move by 16 pixels, to look smooth it would HAVE to be in sync with Vsync, which we all know you shouldn't do on PCs (bummer, bring back the Amiga). Thus the blocks stay on one position fractionally more than another. Having said all that it looks fine on my PC (3.2GHz), maybe your PC is actually skipping frames, is it fast (I know it shouldn't have to be to play tetris)?
- I actually considered having all the shapes the same colour, but I checked the C64 version (again) and noted they were random so...
- Actually I'm about to release a V1.1 with a few tweaks such as windowed mode and making sure that the big shapes in enhanced mode don't appear so often. Maybe you can help by checking out my recent topic about Windowed mode in the BlitzPlus programming section.
- Do you have a favourite piece of frame limiting code? I'll just go and check your programming tuorial. [EDIT] Ok, a delta time thing, fine. [/EDIT]
- Thanks for testing it.